mirror of
https://github.com/minetest/minetest_game.git
synced 2024-11-16 15:00:18 +01:00
372 lines
11 KiB
Lua
372 lines
11 KiB
Lua
-- bones/init.lua
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-- Minetest 0.4 mod: bones
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-- See README.txt for licensing and other information.
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-- Load support for MT game translation.
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local S = minetest.get_translator("bones")
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local bones_max_slots = minetest.settings:get("bones_max_slots") or 15 * 10
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local dead_player_callbacks={}
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-- we're going to display no less than 4*8 slots, we'll also provide at least 4*8 slots in bones
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local min_inv_size = 4 * 8
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bones = {}
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local function is_owner(pos, name)
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local owner = minetest.get_meta(pos):get_string("owner")
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if owner == "" or owner == name or minetest.check_player_privs(name, "protection_bypass") then
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return true
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end
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return false
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end
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local function get_bones_formspec_wh(cols,rows)
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return
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"size[" .. cols .. "," .. (rows + 5) .. "]" ..
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"list[current_name;main;0,0.3;" .. cols .. "," .. rows .. ";]" ..
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"list[current_player;main;" .. ((cols - 8) / 2) .. "," .. rows .. ".85;8,1;]" ..
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"list[current_player;main;".. ((cols - 8) / 2) .. "," .. (rows + 2) .. ".08;8,3;8]" ..
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"listring[current_name;main]" ..
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"listring[current_player;main]" ..
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default.get_hotbar_bg(0,4.85)
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end
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local function get_bones_formspec_for_size(numitems)
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--the absolute minimum is 4*8
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if numitems <= min_inv_size then
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return get_bones_formspec_wh(8, 4)
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end
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--if we're over 4*8, but below 4*15 we make it 4 rows and adjust the column count to make everything fit
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if numitems <= 4 * 15 then
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return get_bones_formspec_wh(math.ceil(numitems / 4), 4)
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end
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--if we're over 4*15 we'll make 15 columns and adjust the row count to make everything fit
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return get_bones_formspec_wh(15, math.ceil(numitems / 15))
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end
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local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or 1200
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local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4
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local bones_def = {
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description = S("Bones"),
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tiles = {
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"bones_top.png^[transform2",
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"bones_bottom.png",
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"bones_side.png",
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"bones_side.png",
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"bones_rear.png",
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"bones_front.png"
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},
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paramtype2 = "facedir",
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groups = {dig_immediate = 2},
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sounds = default.node_sound_gravel_defaults(),
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can_dig = function(pos, player)
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local inv = minetest.get_meta(pos):get_inventory()
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local name = ""
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if player then
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name = player:get_player_name()
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end
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return is_owner(pos, name) and inv:is_empty("main")
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end,
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allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
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if is_owner(pos, player:get_player_name()) then
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return count
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end
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return 0
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end,
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allow_metadata_inventory_put = function(pos, listname, index, stack, player)
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return 0
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end,
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allow_metadata_inventory_take = function(pos, listname, index, stack, player)
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if is_owner(pos, player:get_player_name()) then
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return stack:get_count()
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end
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return 0
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end,
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on_metadata_inventory_take = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
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if meta:get_inventory():is_empty("main") then
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local inv = player:get_inventory()
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if inv:room_for_item("main", {name = "bones:bones"}) then
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inv:add_item("main", {name = "bones:bones"})
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else
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minetest.add_item(pos, "bones:bones")
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end
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minetest.remove_node(pos)
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end
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end,
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on_punch = function(pos, node, player)
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if not is_owner(pos, player:get_player_name()) then
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return
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end
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if minetest.get_meta(pos):get_string("infotext") == "" then
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return
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end
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local inv = minetest.get_meta(pos):get_inventory()
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local player_inv = player:get_inventory()
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local has_space = true
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for i = 1, inv:get_size("main") do
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local stk = inv:get_stack("main", i)
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if player_inv:room_for_item("main", stk) then
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inv:set_stack("main", i, nil)
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player_inv:add_item("main", stk)
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else
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has_space = false
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break
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end
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end
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-- remove bones if player emptied them
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if has_space then
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if player_inv:room_for_item("main", {name = "bones:bones"}) then
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player_inv:add_item("main", {name = "bones:bones"})
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else
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minetest.add_item(pos,"bones:bones")
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end
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minetest.remove_node(pos)
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end
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end,
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on_timer = function(pos, elapsed)
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local meta = minetest.get_meta(pos)
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local time = meta:get_int("time") + elapsed
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if time >= share_bones_time then
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meta:set_string("infotext", S("@1's old bones", meta:get_string("owner")))
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meta:set_string("owner", "")
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else
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meta:set_int("time", time)
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return true
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end
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end,
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on_blast = function(pos)
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end,
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}
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default.set_inventory_action_loggers(bones_def, "bones")
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minetest.register_node("bones:bones", bones_def)
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local function may_replace(pos, player)
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local node_name = minetest.get_node(pos).name
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local node_definition = minetest.registered_nodes[node_name]
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-- if the node is unknown, we return false
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if not node_definition then
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return false
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end
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-- allow replacing air
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if node_name == "air" then
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return true
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end
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-- don't replace nodes inside protections
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if minetest.is_protected(pos, player:get_player_name()) then
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return false
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end
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-- allow replacing liquids
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if node_definition.liquidtype ~= "none" then
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return true
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end
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-- don't replace filled chests and other nodes that don't allow it
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local can_dig_func = node_definition.can_dig
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if can_dig_func and not can_dig_func(pos, player) then
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return false
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end
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-- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones?
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-- flowers being squished by bones are more realistical than a squished stone, too
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return node_definition.buildable_to
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end
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local drop = function(pos, itemstack)
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local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
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if obj then
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obj:set_velocity({
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x = math.random(-10, 10) / 9,
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y = 5,
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z = math.random(-10, 10) / 9,
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})
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end
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end
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local player_inventory_lists = { "main", "craft" }
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bones.player_inventory_lists = player_inventory_lists
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--functions registered this way won't be called if bones_mode is keep
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function bones.register_dead_player_inv_management(func)
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table.insert(dead_player_callbacks, func)
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end
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local function player_dies_transfer_inventory(player)
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local result = {}
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local player_inv = player:get_inventory()
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for _, list_name in ipairs(player_inventory_lists) do
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for i = 1, player_inv:get_size(list_name) do
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table.insert(result, player_inv:get_stack(list_name, i))
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end
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player_inv:set_list(list_name, {})
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end
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return result
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end
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bones.register_dead_player_inv_management(player_dies_transfer_inventory)
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local function collect_all_items(player)
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local all_items = {}
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for _, fun in ipairs(dead_player_callbacks) do
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local items = fun(player)
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table.insert_all(all_items, items)
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end
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return all_items
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end
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-- check if it's possible to place bones, if not find space near player
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local function find_node_for_bones_on_player_death(player, player_pos)
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local bones_pos = nil
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local bones_inv = nil
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local bones_meta = nil
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local bones_mode = "bones"
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bones_pos = player_pos
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local air
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if may_replace(bones_pos, player) then
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air = bones_pos
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else
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air = minetest.find_node_near(bones_pos, 1, {"air"})
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end
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if air and not minetest.is_protected(air, player_name) then
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bones_pos = air
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local param2 = minetest.dir_to_facedir(player:get_look_dir())
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minetest.set_node(bones_pos, {name = "bones:bones", param2 = param2})
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bones_meta = minetest.get_meta(bones_pos)
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bones_inv = bones_meta:get_inventory()
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--make it so big that anything reasonable will for sure fit inside
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bones_inv:set_size("main", bones_max_slots)
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else
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bones_mode = "drop"
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bones_pos = nil
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end
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return bones_mode, bones_pos, bones_inv, bones_meta
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end
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local function dump_into(bones_mode, bones_inv, bones_pos, all_inventory)
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local dropped = false
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for _, item in ipairs(all_inventory) do
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if bones_mode == "bones" and bones_inv:room_for_item("main", item) then
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bones_inv:add_item("main", item)
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else
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drop(player_pos, item)
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dropped = true
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end
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end
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return dropped
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end
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minetest.register_on_dieplayer(function(player)
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local player_pos = vector.round(player:get_pos())
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local bones_mode = minetest.settings:get("bones_mode") or "bones"
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if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
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bones_mode = "bones"
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end
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local player_name = player:get_player_name()
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local bones_inv = nil
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local bones_pos = nil
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local bones_meta = nil
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local bones_position_message = minetest.settings:get_bool("bones_position_message") == true
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local pos_string = minetest.pos_to_string(player_pos)
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-- return if keep inventory set or in creative mode
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if bones_mode == "keep" or minetest.is_creative_enabled(player_name) then
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minetest.log("action", player_name .. " dies at " .. pos_string ..
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". No bones placed")
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if bones_position_message then
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minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
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end
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return
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end
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local all_inventory = collect_all_items(player)
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if bones_mode == "bones" and #all_inventory > 0 then
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bones_mode, bones_pos, bones_inv, bones_meta = find_node_for_bones_on_player_death(player, player_pos)
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end
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if bones_mode == "drop" and #all_inventory > 0 then
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all_inventory.insert(all_inventory,ItemStack("bones:bones"))
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end
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local dropped = dump_into(bones_mode, bones_inv, bones_pos, all_inventory)
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local log_message
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local chat_message
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if bones_pos then
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if dropped then
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log_message = "Inventory partially dropped"
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chat_message = "@1 died at @2, and partially dropped their inventory."
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else
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log_message = "Bones placed"
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chat_message = "@1 died at @2, and bones were placed."
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end
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else
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drop(player_pos, ItemStack("bones:bones"))
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if dropped then
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log_message = "Inventory dropped"
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chat_message = "@1 died at @2, and dropped their inventory."
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else
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log_message = "No bones placed"
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chat_message = "@1 died at @2."
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end
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end
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if bones_position_message then
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chat_message = S(chat_message, player_name, pos_string)
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minetest.chat_send_player(player_name, chat_message)
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end
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minetest.log("action", player_name .. " dies at " .. pos_string .. ". " .. log_message)
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if bones_inv then
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local inv_size = bones_max_slots
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for i = 1, bones_max_slots do
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local stack = bones_inv:get_stack("main", i)
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if stack:get_count() == 0 then
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inv_size = i - 1
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break
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end
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end
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if inv_size <= min_inv_size then
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bones_inv:set_size("main", min_inv_size)
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else
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bones_inv:set_size("main", inv_size)
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end
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bones_meta:set_string("formspec", get_bones_formspec_for_size(inv_size))
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bones_meta:set_string("owner", player_name)
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if share_bones_time ~= 0 then
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bones_meta:set_string("infotext", S("@1's fresh bones", player_name))
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if share_bones_time_early == 0 or not minetest.is_protected(bones_pos, player_name) then
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bones_meta:set_int("time", 0)
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else
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bones_meta:set_int("time", (share_bones_time - share_bones_time_early))
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end
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minetest.get_node_timer(bones_pos):start(10)
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else
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bones_meta:set_string("infotext", S("@1's bones", player_name))
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end
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end
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end)
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